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I am fracking sick and tired of fake healers/tanks

  • Lynx7386
    Lynx7386
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    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
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    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Ep1kMalware
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.
    Edited by Ep1kMalware on February 21, 2018 4:37AM
  • Ep1kMalware
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    Lynx7386 wrote: »
    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.

    I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45
  • Lynx7386
    Lynx7386
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    Lynx7386 wrote: »
    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.

    I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45

    If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.

    I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • DoctorESO
    DoctorESO
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.

    I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45

    If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.

    I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.

    I still think it's worth queuing for the normal dungeons, assuming there is little wait time. The other 3 people will still give you an advantage over going solo, regardless of how good they are. And you get the damage bonus from group finder, which is also an advantage over going solo. You can certainly shave a few minutes off your time to complete.
  • Ep1kMalware
    Ep1kMalware
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.

    I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45

    If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.

    I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.

    Oh yeah, for vet dungeons 100% normal dungeons idgaf really but in vets it's time to take the training wheels off and put in a little effort.
  • Ep1kMalware
    Ep1kMalware
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    DoctorESO wrote: »
    Lynx7386 wrote: »
    Lynx7386 wrote: »
    I get more fake dps than fake tanks -cant get fake healer since i heal-
    such as last night got a blood forge pop i was doing 44% of the total damage on fights -with 8kdps- - only have 3dps skills on my healer and there more support such as spear for stamina regen took over4 10min to kill first boss tank left right after
    so i told them kindly we did not have the dps for this dungeon and also left

    But to be fair they could of just did a random dungeon and got that pop






    I'll admit that fake dps are just as big an issue, but despite the focus on dps being king in this game I would usually prefer struggling with lower dps than having someone unable to fill a critical role like taunting the boss or keeping the group alive. Obviously there are numerous dungeons where low DPS means you'll never finish it, but most can be struggled through if you have a proper tank and healer.

    However, combine those poor dps players with a tank that doesnt taunt and/or a healer that doesnt heal, and there's no way you're getting through anything. Even a single amazing DPS player cant make up for the other 3 group members not doing their jobs.

    I just don't want to be in a normal dungeon for a long ass time. I can do fg1 by myself in < 5 minutes, I sure as hell don't wfnt to be in there for 45

    If you can do it by yourself in less than 5, you can solo it while the rest of your group tries to keep up.

    I'm not talking about normal dungeons. Normal dungeons are *** easy and are never worth queuing for (IMO) once you can handle vet dungeons. My issue is that these fake tanks and healers are queuing for vet dungeons and screwing over everyone else in the group because they cant pull their weight.

    I still think it's worth queuing for the normal dungeons, assuming there is little wait time. The other 3 people will still give you an advantage over going solo, regardless of how good they are. And you get the damage bonus from group finder, which is also an advantage over going solo. You can certainly shave a few minutes off your time to complete.

    I'll do it when I'm bored to kill time. I expect to get lumped in with useless potatoes, and generaly I do. But then again, normal dungeons are designed for useless pitatoes, so it has the right level of challenge present.
  • shiningforce
    shiningforce
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    Make some friends?
    -- It is easy to be a Jerk Online; what do you win? Being Kind people remember you, help you, befriend you and you feel good too.
  • Maura_Neysa
    Maura_Neysa
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    Running randoms trying to level Undaunted for the last couple days. Keep ending up tanking it as a double bow Standen build :(:s l main a tank so at least they stay in my DoTs. Still I'd rather have a Magsorc with Inner Fire as my Fake Tank than myself on a bow build with vigor/shrooms (if I actually have one of them slotted)

    Edit: they were vets.
    Edited by Maura_Neysa on February 21, 2018 4:56AM
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Iccotak
    Iccotak
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    For you OP
    24zs49.jpg
  • Runefang
    Runefang
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    Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.

    Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.
  • Ep1kMalware
    Ep1kMalware
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    Runefang wrote: »
    Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.

    Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.

    I believe this is because the que pops up invasively with your menue, it's t0o easy to be flippibg through the menue and accidentally close a ready check. I do it all the time if I que as tank trying to back out to the game.
  • AddictionX
    AddictionX
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    I am tired of bad dps... and those with single target bow abilities light attacking and moving everywhere dodging heals and dying some where off in the distance.
  • starkerealm
    starkerealm
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.

    ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs. :\

    (To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)
  • radiostar
    radiostar
    ✭✭✭✭✭
    ooooh, smb MAD!
    "Billions upon Billions of Stars"
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.

    ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs. :\

    (To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)

    All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss
  • Beardimus
    Beardimus
    ✭✭✭✭✭
    ✭✭✭✭✭
    The bigger issue is fake DPS. At least you can spot a fake healer or tank.

    Poor DPS is a bigger issue. Light attack bow champions.

    Did HM Vet Mazza with 4 DPS last month one slotted a frost staff to taunt. And one Sorc swapped his Scamp for Twilight and we got it done.

    Good DPS males everything easier for all.
    Xbox One | EU | EP
    Beardimus : VR16 Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-2018 & Sheogorath 05-2019
    1st Emperor of Ravenwatch
    Alts - - for the Lolz
    Archimus : Bosmer Thief / Archer / Werewolf
    Orcimus : Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting small scale with : The SAXON Guild
    Fighting with [PvP] : The Undaunted Wolves
    Trading Guilds : TradersOfNirn | FourSquareTraders

    Xbox One | NA | EP
    Bëardimus : L43 Dunmer Magsorc / BG
    Heals-With-Pets : VR16 Argonian Sorc PvP / BG Healer
    Nordimus : VR16 Stamsorc
    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Rev Rielle
    Rev Rielle
    ✭✭✭✭✭
    When I'm at the beach and don't want to get sunburnt, I use an umbrella or put some sunblock on.
    I don't stand there and yell at the sun for being too bright, or the clouds for not shading me.

    You might consider doing something similarly.
    If you can be anything, be kind.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Runefang wrote: »
    Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.

    Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.

    I believe this is because the que pops up invasively with your menue, it's t0o easy to be flippibg through the menue and accidentally close a ready check. I do it all the time if I que as tank trying to back out to the game.
    Think its more that the server fails to create group
    Why should tanks go to menus then they get instant invites? it also happens way to often for mistakes.
    Its also more common during prime time then tank queues even to specific dungeons should be even shorter
    Edited by zaria on February 21, 2018 7:04AM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.

    ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs. :\

    (To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)

    All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss

    Yeah, from experience Immovable is really nice for both rezzing in ICP and BC2. Probably others.
  • SydneyGrey
    SydneyGrey
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    ✭✭✭✭✭
    Lynx7386 wrote: »
    Who runs normal modes these days?
    I do on my alts that I'm leveling undaunted on. They haven't done many of those quests, and I always try to do the quests on normal mode so that I don't slow down the vet groups.

    Plus, it's a nice, easy, fast run, unless I get PUGged with a bunch of level 20s, or something. LOL.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    zaria wrote: »
    Runefang wrote: »
    Ehhh I & and low-level guildie tried to run a random normal today. After 5 minutes of either the tank or healer rejecting the group invite I just switched myself to tank. I don't know if the rejected invite is a bug or people are queueing and rejecting but it happens a lot! Either way because I was with a low-level I knew it'd be something really easy.

    Blew through it super quick while still letting my team mates do the quest. When you pull 80% of the group dps who even needs a taunt, they ain't attacking anybody else. No harm, no foul.

    I believe this is because the que pops up invasively with your menue, it's t0o easy to be flippibg through the menue and accidentally close a ready check. I do it all the time if I que as tank trying to back out to the game.
    Think its more that the server fails to create group
    Why should tanks go to menus then they get instant invites? it also happens way to often for mistakes.
    Its also more common during prime time then tank queues even to specific dungeons should be even shorter

    For me it's getting out of the menue. I'll hit the back button to get oht and que pops up. I don't intend on disappointing people, it's not my fault zos made the ready check a nuisance, it just happens.
  • Ep1kMalware
    Ep1kMalware
    ✭✭✭✭✭
    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.

    ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs. :\

    (To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)

    All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss

    Yeah, from experience Immovable is really nice for both rezzing in ICP and BC2. Probably others.

    Wgt for lightning waves, you can actually rez. It's good for mazzatun, stone shapers don't knock you down. More mazzatun protips:

    Chain pull stone shapers when they're channeling, also flappy wings when chudan spits. In vet you actually do great dps this way. Shield ulti for non dks.
  • Harrdarrzarr
    Harrdarrzarr
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    The leveling advisor would help a bit with better dps in pugs, provided that players pick a decent choice of role. It even gives advice how to make a stamsorc. The overall dps of the playerbase wouldn't improve in a way that we would only see 30k+ dps, but we will at least see less 5-10k dd'ers.
  • KitLightning
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    @Lynx7386 ZoS could make it so we can not sign up with more than one role when running a delve hawking_la_by_kitlightning-dbzdq1a.gif
    "I'd rather be insane in a sane world, than sane in an insane world!" ~Me
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    ◔̯◔

    MechWarrior: Living Legends – Total conversion modification for Crysis Wars.

    kitlightning.deviantart
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Lynx7386 wrote: »
    Lynx7386 wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    It would help if ZOS stopped with the ceaseless handholding throughout the game and had players actually need to try to clear content. Make some actually tough solo content, or even just revert some of the old content that was actually kind of difficult back in the day.

    #UnnerfDoshia.

    Solo content NEEDS to be somewhat challenging. People NEED to die repeatedly, learn the patterns, learn when to block/bash/dodge etc, else they'll never improve.

    As much as I would like to see some tougher solo content again (I remember the doshia days), part of the problem was that after hitting max level you wound up with a few situations in regards to solo play:
    -Tanks could never kill anything if enemies had healing or too much health
    -DPS would get flattened too quickly to actually kill any enemies, because the damage was too high
    -Healers kinda got the worst of both worlds, lacking the damage output of a dps or the survivability of a tank
    Aurielle wrote: »
    Reverb wrote: »
    I'm tired of joining groups on my healer and doing 50% of the total damage. while healing. The player base is broken, not the grouping tool.

    This. I had to leave a normal WGT earlier because the group was SO BAD. I only run normals for the daily XP bonus, so I generally don't re-spec for more damage on my healer or tank. I also don't wear DPS gear when healing/tanking in DLC dungeons, as normal PUG DLC dungeons can be hit or miss.

    I ended up killing the first boss by myself with my whopping 6k DPS, because my group mates kept standing in stupid and apparently couldn't figure out how to pick locks when sent to jail. One was also spamming light bow attacks and doing minimal damage; the other was just spamming Templar jabs, from the looks of it. Trash pulls, as you can probably imagine, took an eternity. I noticed that NO one was destroying rifts in the trash pulls leading up the Planar Inhibitor, which I took as a bad sign...

    I asked if anyone had done Planar before. Dead silence. Just as I started to type directions, one of the DPS went ahead and aggroed the boss. Predictably, the first pass was a wipe; no one closed rifts, and the healer couldn't keep me up or swap aggro during the inevitable blue phase. I explained the fight. No one listened. We managed to take it down despite the DPS's apparent inability to realize that they had rifts to close, but I decided to drop group at that point because I didn't much like the prospect of explaining to these folks that standing in lightning is generally a bad idea.

    Seriously, people: learn how to get the most out of the role you're queuing for, and SPEAK UP if it's your first time in a dungeon. Also, listen to your tank/healer!

    Had that issue tonight as well, on my DK tank. I ended up soloing the adjudicator from about 40-50% to zero because everyone else kept dying to flames or couldnt get out of their cages. Took a while but I managed.

    Also during planar inhibitor I kept having the dps use the anchor and taunting the boss off of me at the wrong times.
    jrgray93 wrote: »
    It is partially a player problem because this game has a huge skill gap between new and veteran players. Easy content is a joke and hard content requires a high degree of skill, regardless of what the elitists will claim. This game has a lot more moving parts than most and building effectively takes knowledge and effort that most players don't have. If I can't carry the group DPS, I'm usually in for a slog. This is why I feel compelled to never tank in randoms, contributing to long DPS queues. I'm not alone.

    As for fake queues, yes, something needs done. At the very least, make the group finder not put someone back in your group after you kick them. I had the same fake tank join a group ten times in a row before filling with a guild member. Of course you can't give a deserter style debuff to people you kick because that could be abused easily. I laugh at people who vote to kick low CP players in vanilla dungeons, but some groups may 3/3 kick them and they don't deserve to have a lockout timer for that.

    Oh, and "join a guild" is not a valid argument against improving this system. If all you ever did was play with your guilds, the community would stagnate and it wouldn't encourage people to stick around. Isolationism isn't good for the health of an MMO.

    I'm in that middle area where I full well know the mechanics and the intricacies of building a good character that can fill a set role, but I still struggle on some of the DLC vet content and occasionally in vet trials because some of the mechanics are just a hassle - I'm not fond of one shot mechanics at all, especially those you cant anticipate and avoid.
    Whitebeerd wrote: »
    a good healer here, and have to say that in normal a easy vet dungeons it dont matter, because i make sure that they dont die, unless they are being one shot ofc, but yeah can see how this is a promblem if you get a fake healer, and how boss fights last way longer then they need to when the dd have to run around and cant focus on just dps when it is a fake tank in the group

    Sure, if we're talking crypt of hearts or fungal grotto I typically dont have an issue with it (though that resto staff templar "tank" I mentioned was in our fungal grotto 1 vet group, and we finally got fed up and kicked him because he would get one shot over and over on the final boss and couldnt hold aggro at all).

    But even in the easiest dungeons there are generally mechanics that will one shot and require, at the very minimum, a taunt and someone who can heal.

    One shot mechanics? What 1 shot mechanics? The only semi difficult mechanics is trusting your team to not murder your face when the time comes.

    In fungal grotto, it's the aoe from the final boss. ICP it's the soul burst, when that portal you need to take is on the other side of the arena (even though it's always right on your ass when you need to revive someone), there's plenty of these mechanics in scalecaller and fang lair now too. Mazzatun, cradle of shadows, almost all of the DLC dungeons have one shot mechanics.

    I debate. Fyi you can just dodgeroll that aoe. You don't even have to lesve it. Just dodgeroll....

    Cradle sorta has one on last boss. So does banished cells 1 (I agree this one is *** on hm). Spindle clutch 1 hm too, but it can be avoided. These 'magical' 1 shot mechanics are easy af to avoid for the most part. Name them off, I'd be happy to tell you how to not get destroyed.

    ICP Lord Warden, when the DPS are insisting that, no, really, they need to lick the orbs. :\

    (To be clear, yes, I'm being slightly sarcastic here. I do know how to clear ICP, just, you know, they go on, stand next to the orbs, die, and then kill everyone else.)

    All I can suggest if you got potato issues is slot immovable for easy rezz. It'll keep the cc from being an issue in icp/wgt last boss

    the boss will still knock you down, trust me i have used immovable for a good long time now.
  • SydneyGrey
    SydneyGrey
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    ZoS could make it so we can not sign up with more than one role when running a delve
    I wish they'd do this. There are people out there who queue as all three roles just so they can get in line ahead of everybody else.
    I know there are people who legitimately can do multiple roles, but they seem to be in the minority. :/

  • mocap
    mocap
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    Yesterday my healer did about 50% group dps on boss. I don't understand fake dpsers. They really like to wait 15-30 minutes queue to what? To shoot from bow? Thats why i never use support skills and gear on my healer in pugs. My humble 20k single target dps is waaaay better then boost crappy dd'ers.

    8% Combat prayer on 10,000 dps guy = 10,800 dps. Cool story brah. No tx...
  • Aesthier
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    Hmmm here is a thought.

    How about those who have "never completed" the dungeon are grouped separately from those who have completed it before.

    Provided that the Tank or Healer "can opt in" to a first time group IF and only if they desire too.

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